61 lines
1.8 KiB
TypeScript
61 lines
1.8 KiB
TypeScript
import GameEvent from "../../../Wolfie2D/Events/GameEvent";
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import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
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import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import { EaseFunctionType } from "../../../Wolfie2D/Utils/EaseFunctions";
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import { Player_Events } from "../../sword_enums";
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import InputWrapper from "../../Tools/InputWrapper";
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import { PlayerStates } from "../PlayerController";
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import InAir from "./InAir";
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import PlayerState from "./PlayerState";
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import { GameState } from "../../sword_enums";
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export default class Jump extends InAir {
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owner: AnimatedSprite;
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onEnter(options: Record<string, any>): void {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "jump", loop: false, holdReference: false});
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}
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update(deltaT: number): void {
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if (!PlayerState.dashTimer.isStopped()) {
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if(InputWrapper.getState() === GameState.GAMING){
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "dash", loop: false, holdReference: false});
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}
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this.owner.animation.playIfNotAlready("DASH");
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}
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else {
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if (this.parent.invincible) {
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this.owner.animation.playIfNotAlready("HURT");
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}
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else {
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this.owner.animation.playIfNotAlready("JUMP", true);
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}
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}
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if(this.owner.onCeiling){
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this.parent.velocity.y = 0;
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}
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//TODO - testing doublejump, may have to move to InAir instead
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// If we jump, move to the Jump state, give a burst of upwards velocity
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if( this.parent.airjumps>0 && InputWrapper.isJumpJustPressed()){
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this.parent.airjumps --;
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this.finished("jump");
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this.parent.velocity.y = -600; // basically jump height
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}
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// If we're falling, go to the fall state
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if(this.parent.velocity.y >= 0){
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this.finished(PlayerStates.FALL);
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}
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super.update(deltaT);
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}
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onExit(): Record<string, any> {
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this.owner.animation.stop();
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return {};
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}
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} |